2011 Brazilian Symposium on Games and Digital Entertainment最新文献

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SDM - An Educational Game for Software Engineering SDM -软件工程教育游戏
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.10
Troy C. Kohwalter, E. Clua, Leonardo Gresta Paulino Murta
{"title":"SDM - An Educational Game for Software Engineering","authors":"Troy C. Kohwalter, E. Clua, Leonardo Gresta Paulino Murta","doi":"10.1109/SBGAMES.2011.10","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.10","url":null,"abstract":"Software Engineering is an area of computer science that focuses on practical aspects of the software production. The Undergraduate courses of Computer Science have disciplines of Software Engineering, but they are usually taught in a theoretic way and with only a few implementation exercises using the learned techniques and tools. A practical approach for the concepts studied during the Software Engineering classes would help the student in understanding the reason for using the presented concepts. Due to that, we introduce Software Development Manager, a novel simulation game where the player owns a software development company that counts with the help of a team, which is administered by the player, to develop products desired by customers. The purpose of this game is to assist in learning the knowledge of Software Engineering in a way that takes advantage of the benefits of fun and entertainment.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127026156","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 18
The Usage of the Structural-Affect Theory of Stories for Narrative Generation 故事的结构-情感理论在叙事生成中的应用
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.38
Alexandre C. Albuquerque, C. Pozzer, A. Ciarlini
{"title":"The Usage of the Structural-Affect Theory of Stories for Narrative Generation","authors":"Alexandre C. Albuquerque, C. Pozzer, A. Ciarlini","doi":"10.1109/SBGAMES.2011.38","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.38","url":null,"abstract":"The creation of stories by a computer system that are able to entertain and catch the reader's attention is an even more complex task. This paper presents a written storytelling system that selects and chronologically orders events from a database to produce stories to arouse three different feelings on readers: suspense surprise and curiosity. To achieve this goal, concepts of the Structural-Affect Theory of Stories [3] were used.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"229 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131529720","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
A Distributed Architecture for Mobile Digital Games Based on Cloud Computing 基于云计算的移动数字游戏分布式架构
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.13
M. Zamith, M. Joselli, E. Clua, A. Montenegro, R. Leal-Toledo, Luís Valente, B. Feijó
{"title":"A Distributed Architecture for Mobile Digital Games Based on Cloud Computing","authors":"M. Zamith, M. Joselli, E. Clua, A. Montenegro, R. Leal-Toledo, Luís Valente, B. Feijó","doi":"10.1109/SBGAMES.2011.13","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.13","url":null,"abstract":"Several fields in Computer Science use distributed computing to solve many intensive computational problems. Digital games use this approach mainly in multiplayer games, where a mainframe or cluster processes the majority of game logic. Single player games can also use distribute computing to process game logic and visualization algorithms, usually the tasks where digital games spend most of the processing time. By applying an approach based on distributed computing, games would have softer requirements regarding hardware, since the network cluster would be responsible for processing parts of game loop tasks. With the concept of cloud computing, games could rely on other computers to aid in processing their tasks. This work presents game-loop architecture for single-player or multiplayer games, using automatic load balancing and distributing game logic computation among several computers.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124259730","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
An Analysis of Information Conveyed through Audio in an FPS Game and Its Impact on Deaf Players Experience FPS游戏中声音传递的信息及其对聋人玩家体验的影响分析
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.16
Flávio R. S. Coutinho, R. Prates, L. Chaimowicz
{"title":"An Analysis of Information Conveyed through Audio in an FPS Game and Its Impact on Deaf Players Experience","authors":"Flávio R. S. Coutinho, R. Prates, L. Chaimowicz","doi":"10.1109/SBGAMES.2011.16","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.16","url":null,"abstract":"Mainstream games usually lack support for accessibility to deaf and hard of hearing people. The popular FPS game Half-Life 2 is an exception, in that it provides well constructed closed captions to players. In this paper, we performed a semiotic inspection on Half-Life 2, seeking to identify which strategies were used to convey information through audio. We also evaluated how the loss of information in each of them may impact players' experience. Our findings reveal that six different strategies are used and how they may compromise player experience.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"134 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134449324","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 19
A Technique for Collision Detection and 3D Interaction Based on Parallel GPU and CPU Processing 基于GPU和CPU并行处理的碰撞检测与三维交互技术
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.20
Fernando Tsuda, L. R. Nakamura
{"title":"A Technique for Collision Detection and 3D Interaction Based on Parallel GPU and CPU Processing","authors":"Fernando Tsuda, L. R. Nakamura","doi":"10.1109/SBGAMES.2011.20","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.20","url":null,"abstract":"Efficient collision detection is a requirement for a large number of games. With the release of devices that enable full-body interaction, new challenges arise in this area. In this paper we present a technique for dynamic construction of octrees for collision detection, based on a cloud of points using GPGPU techniques. Since some algorithms are not suitable for the GPU processing model, our technique splits the processing task between GPU and CPU for greater efficiency. The paper includes performance results from an implemented prototype.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125214205","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Analysis and Implementation of Local Subdivision Algorithms in the GPU GPU中局部细分算法的分析与实现
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.40
Gustavo N. Nunes, Rodrigo Braga, Alexandre Valdetaro, A. Raposo, B. Feijó
{"title":"Analysis and Implementation of Local Subdivision Algorithms in the GPU","authors":"Gustavo N. Nunes, Rodrigo Braga, Alexandre Valdetaro, A. Raposo, B. Feijó","doi":"10.1109/SBGAMES.2011.40","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.40","url":null,"abstract":"Being able to refine a mesh without comprimising the memory bandwidth is a powerful tool that might be explored with the new Tessellator part of the graphics pipeline. In this paper we provide a detailed implementation of two local subdivision algorithms - PN-Triangles and Phong Tessellation - using the new Tessellator pipeline. Moreover, a explicit quality and performance comparison between both algorithms is made. Our results showed that Phong Tessellation has a considerable performance gain in comparison with PN-Triangles when implemented in the current Tessellation hardware. However, the visual quality of PN-Triangles algorithm is visually smoother.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115440346","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Minuano: A Fuzzy-Logic-Based Drama Manager Minuano:基于模糊逻辑的戏剧管理器
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.30
Marcio Ribeiro Justo, João Ricardo Bittencourt
{"title":"Minuano: A Fuzzy-Logic-Based Drama Manager","authors":"Marcio Ribeiro Justo, João Ricardo Bittencourt","doi":"10.1109/SBGAMES.2011.30","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.30","url":null,"abstract":"This paper describes Minuano - a fuzzy-logic-based drama management architecture model for interactive storytelling. Minuano uses Freytag's dramatic analysis, Tobias' master plots and Vogler's archetypes as rule source for beat generation. This architecture maintains story consistency using Fuzzy Logic for character selection, act transition and tension level. This model was implemented in a Java prototype, using XML for story world specification, JSON for scenario description and FuzzyF as rule base and inference engine for the drama manager. A case study was created with a Brazilian southern legend called Negrinho do Pastoreio, adapted for Minuano story world model, and rules extracted from Tobias' Underdog plot. Three tests are performed to evaluate drama manager influence over beat generation. In first test, with significant player actions, the drama manager creates beats with tension levels oscillating similarly to Freytag's dramatic arc, taking story forward. In second test, story stagnates because the drama manager try to advance story through conflict - selecting antagonistic characters â\" but player select only minor actions and tension level never rises. The final test is a combination of the first two tests: drama manager advances story thanks to significant player actions, but from Crisis to end, player takes only minor actions and drama manager can't advance the story: tension level ceases to growing up and story stagnates. We expect that this architecture can integrate stories and games consistently creating emergent stories from a limited set of beats and rules.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126828046","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Supporting Characters in Interactive Storytelling 互动故事叙述中的配角
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.39
Ramon Limberger, C. Pozzer, B. Feijó, E. S. D. Lima
{"title":"Supporting Characters in Interactive Storytelling","authors":"Ramon Limberger, C. Pozzer, B. Feijó, E. S. D. Lima","doi":"10.1109/SBGAMES.2011.39","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.39","url":null,"abstract":"This paper presents a model of a Supporting Characters Director for interactive storytelling systems. The model can enhance the dramatization, improve the realism, and increase the duration of the stories being generated. The Director generates and manages three types of supporting characters. Some has the ability to interact with the main characters, while others are just used to populate the scenarios.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126936947","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
A Survey of Procedural Content Generation Techniques Suitable to Game Development 适用于游戏开发的程序内容生成技术综述
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.15
Daniel Michelon De Carli, Fernando Bevilacqua, C. Pozzer, M. C. d'Ornellas
{"title":"A Survey of Procedural Content Generation Techniques Suitable to Game Development","authors":"Daniel Michelon De Carli, Fernando Bevilacqua, C. Pozzer, M. C. d'Ornellas","doi":"10.1109/SBGAMES.2011.15","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.15","url":null,"abstract":"The development of a complex game is a time consuming task that requires a significant amount of content generation, including terrains, objects, characters, etc that requires a lot of effort from the a designing team. The quality of such content impacts the project costs and budget. One of the biggest challenges concerning the content is how to improve its details and at the same time lower the creation costs. In this context procedural content generation techniques can help to reduce the costs associated with content creation. This paper presents a survey of classical and modern techniques focused on procedural content generation suitable for game development. They can be used to produce terrains, coastlines, rivers, roads and cities. All techniques are classified as assisted (require human intervention/guidance in order to produce results) or non-assisted (require few or no human intervention/guidance to produce the desired results).","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132101774","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 32
Inclusive Games: A Multimodal Experience for Blind Players 包容性游戏:盲人玩家的多模式体验
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.24
J. F. P. Cheiran, L. Nedel, M. Pimenta
{"title":"Inclusive Games: A Multimodal Experience for Blind Players","authors":"J. F. P. Cheiran, L. Nedel, M. Pimenta","doi":"10.1109/SBGAMES.2011.24","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.24","url":null,"abstract":"Electronic games have an important role in the human development so we can face the world of constantly changing technologies. Considering that the most of games is grounded in the interaction through visual elements and that the most of alternate games for blind is less attractive to non-blind people, we have developed a prototype of a 3D environment with dense sound experience and haptic feedback that would allow to blind and non-blind users orientate and move through it. Designing this environment like a game, we have employed blindfolded and non-blindfolded users to evaluate the major interaction issues in order to refine the software and make it mature to be used for the research with blind subjects.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114835028","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
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